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Component Based Invisible Computing

Component Based Invisible Computing. IEEE Real-Time Embedded System Workshop London, December 3, 2001 Johannes Helander <jvh@microsoft.com> Microsoft Research Alessandro Forin, MSR Paul Pham, MIT Jagadeeswaran Rajendiran, Duke. Invisible Computing. Everyday Devices

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Component Based Invisible Computing

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  1. Component Based Invisible Computing IEEE Real-Time Embedded System Workshop London, December 3, 2001 Johannes Helander <jvh@microsoft.com> Microsoft Research Alessandro Forin, MSR Paul Pham, MIT Jagadeeswaran Rajendiran, Duke

  2. Invisible Computing • Everyday Devices • Chip makes them better. • Basic autonomous operation. • Added value from services. • Often battery operated. • Device centered, user controlled. • Devices communicate. combination > Σ parts • Small Component Based RTOS. • Standard protocols, Tuned. • Also decomposed PC, smart I/O cards.

  3. The Operating System (MMLite) • Component Based • Objects everywhere. • COM interfaces. • Unified namespace. • Same interfaces implemented by many components. • Multiple implementations of any component. • Specialized to task. • Pay as you go. • Late binding and mutation. • Adaptive to changing requirements. • Real-time scheduling with feedback. • XML based configuration and communication. • Runs on several hardware platforms.

  4. Communication • RF, TCP/IP, SOAP. Standard protocols. Tuned. • Embedded SOAP prototype: • COM-Lite automation. XML description. • Can also deal with messages directly. • SAX parser. Push model. Process while receiving. • Code size OK (~16KBparser, tokenizer, marshaller). • Interoperates with Win2K SOAP Toolkit. • Text parsing takes CPU. • Verbose. Compress? • Drop unnecessary protocol layers.

  5. Status • Source will be available soon (beta now). • ARM (several versions), i386, H8, MIPS, TriMedia, Map1000, 68k. MMU optional. • Several development boards. Smart I/O cards. • Develop code on simulator under Windows • Source level debugging of all system features except true RT under Visual Studio. Full speed emulation. • Cycle-accurate simulators for ARM and TriMedia. • Use whatever tools available for device → native debuggers often weak. • Sizes e.g. 10KB, 20KB on ARM; 26KB, 160KB on x86. Depends on configuration. • Power e.g. 40mW on 5x7 cm 2.8V ARM board with LCD when playing a simple game (snake).

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